Land — Mountain Forest
(: Add or to your mana pool.)
Cinder Glade enters the battlefield tapped unless you control two or more basic lands.
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Cinder Glade Discussion
3 days ago
Could use some work, to be honest. Cards to add:
Flooded Strand, Polluted Delta, Bloodstained Mire, Windswept Heath, Verdant Catacombs, Arid Mesa, Priest of Urabrask, Dryad Arbor, Glimpse of Nature, Ulamog, the Infinite Gyre, Emrakul, the Promised End, Sylvan Safekeeper, Primordial Sage, Lotus Petal, Mana Crypt, Mox Diamond, City of Brass, Mana Confluence, Worldly Tutor.
Things to cut: Lumbering Falls, Raging Ravine, Jace Beleren, Cinder Glade, the checklands, Mosswort Bridge, Earthcraft, your remaining basics, and most of your large creatures are underwhelming. This deck seems to have the classic Animar problem: too stompy to hold its own at TRULY competitive tables, and too commander-reliant (though that of course comes with the territory in this kind of deck).
4 days ago
4 days ago
Nice deck! I have a couple ideas to share after looking at the list.
I have been loving Rishkar's Expertise myself recently, it seems pretty good here.
If you are still looking for more ramp spells, here are my favorites that you aren't using... Hunting Wilds, Ranger's Path and Skyshroud Claim can search up 2x "forest cards" like Cinder Glade not just basics. And also Explosive Vegetation, Far Wanderings, and Nissa's Pilgrimage are other solid 2 for 1 (or better) ramp spells. If you run them all you may want a few more basics in there though. I like the creatures you are using to discount other creature costs too actually, but if they are dying early or not providing enough mana (like if you are only casting one dragon per turn anyways) I might replace them with cards that get lands. Lands rarely die and can cast anything in the deck, not just the creature cards, which are actually only about 25% of the deck.
5 days ago
Thoughts on throwing in a Cinder Glade? I had times I wanted to fetch for it with wooded foothills instead of a forest so I would have acces to red and green mana, but couldn't. Plus, it lets mire grab a green source.
1 week ago
So one card I overlooked when building my Marath deck was Hardened Scales. I finally added it in and it ended up being one of the best decisions I've made for the deck. Not only does this enchantment add additional counters onto Marath when he enters, but it gives you the ability to increase his counters while he's in the field. With this out, you can pay , remove a counter from him, then then put it back on him, netting an extra +1/+1 counter from Scales. So if you ever have extra mana, it directly translates into extra counters on Marath, making a commander damage win that much easier.
I won't suggest other cards along this line, as that gets into combos, but these two alone are just strait up strong synergy with your commander. If you're interested in some possible combos, feel free to check out my Marath deck: Marath, Will of the Combo
Now, a bit about mana. First off is Steve. Sakura-Tribe Elder is considered an EDH staple, and you'll find him in most green EDH decks, for good reason. He's Rampant Growth on a body, allowing for early game hard-ramp (land, not mana-rock), block and sac tactics, and easier recursion. But in general, I can't overstress the benefit of early game ramp, especially hard ramp.
Cultivate and Kodama's Reach are solid turn three ramp spells, which not only put a land into the battlefield, but also one to hand, ensuring your next land drop and giving you card advantage. I'd suggest one of these instead of Map the Wastes. Marath can provide counters, but these actually give card advantage along with the ramp.
Sylvan Scrying is neither ramp nor card advantage. It is mana-fixing, but you still have to drop the land at a normal rate. Rampant Growth would be a better fit, as it actually accelerates your plays. Better yet, Nature's Lore. Same cmc, the land enters untapped, (unless it specifies otherwise), and because it says "Forest," it can be used to fetch combi-lands such as your Cinder Glade
Birds of Paradise costs a little bit of money, but is one of the best opening ramp cards you can play.
Anyhow, love the deck, but that's pretty true for most Marath decks. It is my favorite commander, after all. Hopefully some of this is helpful.
2 weeks ago
That sounds good, I'll go ahead and initiate this trade.
I also saw some other cards in your binder that I was interested in. For simplicity's sake, we could treat them as two separate deals, but ship them out together?
Would you do...
- 4x Leonin Arbiter ($1.50) = $6.00
- 2x Molten Rain ($0.50) = $1.00
- 1x Sunken Hollow ($2.00)
- 1x Cinder Glade ($2.00)
- 1x High Market ($0.50)
- 1x Moltensteel Dragon F ($0.50)
- 1x Zuran Orb ($0.50)
- 1x Blossoming Sands F ($0.25)
- 1x Cranial Plating ($0.25)
2 weeks ago
Trying out some fetches with a splendid reclamation package. As who doesn't like graveyard ramp?
2 weeks ago
Zada is a pretty awesome build-around. Some suggestions I have would be Titan's Strength for the pump + scry, Twinflame for craziness, Young Pyromancer for a ton of tokens off copied spells (and more targets for copied spells!) as a more effective version of your token-making sorceries. Boros Charm is a great upgrade for Valorous Stance, but is a little pricey at the moment.
Right now, many ally-colored lands are pretty inexpensive ($1-$3 each, depending) if you want to invest, so I'd look at Rootbound Crag especially, and Cinder Glade if your budget is a little higher. And, of course, Jungle Shrine.